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Hash, Inc. - Animation:Master

DJBREIT

Craftsman/Mentor
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Everything posted by DJBREIT

  1. They seem to be the only bones that allow you to shift the chest and stomach up & down and side & to side.
  2. In that case leave the bones as they are. They are in the show_geom_bones and it is normaly off. You may instead consider put in the Animation_Controls a selection to make visible the chest_IO_geom and stomach_IO_geom. They are the only two bone I can see that the end user has a need to get to.
  3. The neck geom seems to have the scale and rotate on.
  4. O.K. I did some looking into the mdl file. Between the Limit Manipulators or the Euler Limits, Translate Limits and Spherical Limits it depended on what you used it for to determined which one used more file space. For future reference you may want to stick with Limit Manipulators for constancy on the bones that dose not need to be move by the end user. Now back to testing. The hands, arms and legs have a bunch of geom and bow geom bones that have there Manipulators set at random. I don’t know which one should be set which way. Also look at the Neck geom Can someone tell me how to set the hidden relationship since it seems to be hiding from me.
  5. Good point. I am going to dig through the file in note pad and see how much mem it takes to do each. It may not be overkill if it lessens the end user from changing something should by mistake. You need to weigh the pro’s against the con’s
  6. I have found some CP’s not assigned correctly. When I stretch the face forward I saw two CP’s not working correctly.
  7. Thanks In my list I put body_SQUETCH_base. I don't know If you need to have the translate and rotate off or on. I will leave that one up to you. For the non-tweak bones, menu bones(not the switch) and some others. Should there manipulators be disabled. So the end user dose not make the mistake of moving these in the action windows. I leave this up to you since there is a lot of them.
  8. Some more things I have found. Jaw_geom LowerTeeth_geom needs translate off body_SQUETCH_control body_SQUETCH_scaler translate off body_SQUETCH_base rotate off translate off right_finger_thumb_2_target an all other fingers rotate off tongue_SQUETCH_target_1 translate off rotate off tongue_SQUETCH_target_2-4 rotate off head_back_target_SQUETCH head_front_target_SQUETCH head_side_target_SQUETCH rotate off I don't know what they should do and nothing seems to happen when I move the slider. Can you elaborate on what and how to use them. body_SQUETCH body_SQUETCH_pivot neck_SQUETCH Left_Finger_End_Joints_Bend_N_Y
  9. O.K. That may explain a few things. On the face The eyelid bones also have the translate ON you may want to turn that off. "eyelid_upper_right_outer_control"
  10. Dave how did you turn off the z on the right_heel_control and others. Since the handle is still present?
  11. O.K. I found it. Will you have an add-on for the chest for females by chance.
  12. Unless I am missing something the arrow keys are only moving the bone and not the chest/stomach?
  13. This is with the new download. If you have fix any of these then ignore it. Since the post are flying in fast and I hate retyping every time I look. needs z turned OFF right_toes_IK_manual_pointer left_toes_IK_manual_pointer right_heel_control left_heel_control right_toes_controller left_toes_controller The eyelid bones have z rotations also ON do they need to be ON? eyelid_left_inner_corner_control z_switch_chest_IO z_switch_stomach_IO Is there a control to move the chest and stomach up and down or side to side? I did not see an Eyes Dilate control on the face menu? I think this is as far as I can go with my limited knowledge of rigging. I'm not sure exactly what you mean by this, but I'm nearly sure it can be done. I'll let you know if you explain it more fully. An example would be the face controller for the menu. When you switch it on AM adds a data channel to your action file. This is not needed to animated. And just add unnecessary bytes to your file. Now add up all of the switch and you will see the problem. But having the option to not record will save on file space and CPU speed, during animation.
  14. I played around with moving it to the side, but I felt it worked better where it is now. Maybe hiding the head manual control bone will help. You may want to hide all the bone or at less the upper chest and arms. So they wont block you view of the face controls.
  15. On to the face controls. I found a glitch with the face switch. If you slide it a little only half of the face controls show up Not a big problem Nevermined this was not a glitch. You may want to move the face switch to the side of the head_manual_control bone so you can see it. Also you may want to add a switch to turn head_manual_control bone off so you can see the face or add it to the face switch control. For AM coders. Adding the ability to change the percentage bone switch to act like selector switch would be a really nice feature. Something to hide the camera from sight and/or accidental movement. Also something to suppress the unnecessary data channels like a option to not record thing not needed for animation but needed for setup.
  16. You may want to check the right_arm_FK_IK_switch and left_arm_FK_IK_switch they have the Z rotation on but I don't know what it dose. Also right_shoulder_steady_switch and left_shoulder_steady_switch check X, Y, Z rotation.
  17. Hi Guys This is a nice setup. I may not have much experience but I have found two things 1 The blink null slider and aim at master eye target switch should have the "Limit Manipulator" set to "ON" and the rotate set to "OFF" for X, Y, Z so it wont roll when you go to move it. Two you may want to review the color selection for the geom bones. Some of the bones have similar colors next to each other and it make it harder to tell which CP’s belong to which bone.
  18. Thank's guy's but I already know about the work around, tutorial and the decal system. But I think the lack of the right anser means there is no additional tools or plug-in for the hair system. Can someone direct me to the “add feature to A:M software” section. I would like to add some new tools request to the wish list. And maybe One day they may get around to my request.
  19. I have found that there seems to be very limited tools for the hair system. I was hoping someone had made some additional tools or plug in’s stuff like Being able to draw a line and extend all selected hair elements to that line or trim it to the line. A tool that allow you to grab a set of cp’s “ any cp in the hair element “and drag them to a position instead of one at a time. So you can make pony tails pig tails or other hair styles. Something to tie the hair so you can add a bow, clips or ribbon. And any other tools you can think of. I am looking at twenty or more model to make over the next couple of mouths. And my hand is numb after five hours of pushing around a mouse moving one cp at a time. The brush is the only help for moving around more then one cp at a time. (Yes I know there is a joke in there lets not go there)
  20. Are there any plug in's and tools for the hair sys other then what comes with A:M?
  21. You may want define a set of lips. Or steal them off of one of the A:M characters.
  22. Some line can be removed for smother animation. In the image the two lines on the nose can be removed. use the one in the middle for above the nose. The white line on the side shows you where to reconnect. Remove one of the two lines next to the mouth. Since this can cause some problems. After that look around and see if some more can be removed. Also the eyes look a little odd. But I have no recommendation. That all I can think of for now.
  23. That worked. but is was scaling up a hair that was needed. Yes I know that was a bad joke. Thank's
  24. I know that but I have a rig set up already and I did not want to play with that.
  25. I made a copy of my models head to do the hair.(to speed things up) But when I copied it back I lost the hair info. and I can not drag and drop the info. to the main model.
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